text: /*
     AngelCode Scripting Library
     Copyright (c) 2003-2013 Andreas Jonsson
  
     This software is provided 'as-is', without any express or implied 
     warranty. In no event will the authors be held liable for any 
     damages arising from the use of this software.
  
     Permission is granted to anyone to use this software for any 
     purpose, including commercial applications, and to alter it and 
     redistribute it freely, subject to the following restrictions:
  
     1. The origin of this software must not be misrepresented; you 
        must not claim that you wrote the original software. If you use
        this software in a product, an acknowledgment in the product 
        documentation would be appreciated but is not required.
  
     2. Altered source versions must be plainly marked as such, and 
        must not be misrepresented as being the original software.
  
     3. This notice may not be removed or altered from any source 
        distribution.
  
     The original version of this library can be located at:
     http://www.angelcode.com/angelscript/
  
     Andreas Jonsson
     andreas@angelcode.com
  */
  
  // Modified by Lasse Oorni for Urho3D
  
  
  //
  // as_scriptobject.h
  //
  // A generic class for handling script declared structures
  //
  
  
  
  #ifndef AS_SCRIPTOBJECT_H
  #define AS_SCRIPTOBJECT_H
  
  #include "as_config.h"
  #include "as_atomic.h"
  
  BEGIN_AS_NAMESPACE
  
  class asCObjectType;
  
  // TODO: Add const overload for GetAddressOfProperty
  
  // TODO: weak: Should move to its own file
  class asCLockableSharedBool : public asILockableSharedBool
  {
  public:
  	asCLockableSharedBool();
  	int AddRef() const;
  	int Release() const;
  
  	bool Get() const;
  	void Set(bool);
  	
  	void Lock() const;
  	void Unlock() const;
  
  protected:
  	mutable asCAtomic refCount;
  	bool      value;
  	DECLARECRITICALSECTION(mutable lock);
  };
  
  class asCScriptObject : public asIScriptObject
  {
  public:
  //===================================
  // From asIScriptObject
  //===================================
  	asIScriptEngine *GetEngine() const;
  
  	// Memory management
  	int AddRef() const;
  	int Release() const;
  
  	// Type info
  	int            GetTypeId() const;
  	asIObjectType *GetObjectType() const;
  
  	// Class properties
  	asUINT      GetPropertyCount() const;
  	int         GetPropertyTypeId(asUINT prop) const;
  	const char *GetPropertyName(asUINT prop) const;
  	void       *GetAddressOfProperty(asUINT prop);
  
  	int         CopyFrom(asIScriptObject *other);
  
  	// Urho3D: added userdata
  	void *SetUserData(void *data);
  	void *GetUserData() const;
  
  //====================================
  // Internal
  //====================================
  	asCScriptObject(asCObjectType *objType, bool doInitialize = true);
  	virtual ~asCScriptObject();
  
  	asCScriptObject &operator=(const asCScriptObject &other);
  
  	// GC methods
  	void Destruct();
  	int  GetRefCount();
  	void SetFlag();
  	bool GetFlag();
  	void EnumReferences(asIScriptEngine *engine);
  	void ReleaseAllHandles(asIScriptEngine *engine);
  
  	// Weakref methods
  	asILockableSharedBool *GetWeakRefFlag() const;
  
  	// Used for properties
  	void *AllocateUninitializedObject(asCObjectType *objType, asCScriptEngine *engine);
  	void FreeObject(void *ptr, asCObjectType *objType, asCScriptEngine *engine);
  	void CopyObject(void *src, void *dst, asCObjectType *objType, asCScriptEngine *engine);
  	void CopyHandle(asPWORD *src, asPWORD *dst, asCObjectType *objType, asCScriptEngine *engine);
  
  	void CallDestructor();
  
  //=============================================
  // Properties
  //=============================================
  public:
  	asCObjectType *objType;
  
  protected:
  	mutable asCAtomic refCount;
  	mutable asBYTE gcFlag:1;
  	mutable asBYTE hasRefCountReachedZero:1;
  	bool isDestructCalled;
  	mutable asCLockableSharedBool *weakRefFlag;
  	
  	// Urho3D: added userdata
  	void* userData;
  };
  
  void ScriptObject_Construct(asCObjectType *objType, asCScriptObject *self);
  asCScriptObject &ScriptObject_Assignment(asCScriptObject *other, asCScriptObject *self);
  
  void ScriptObject_ConstructUnitialized(asCObjectType *objType, asCScriptObject *self);
  
  void ScriptObject_Construct_Generic(asIScriptGeneric *gen);
  void ScriptObject_Assignment_Generic(asIScriptGeneric *gen);
  
  void RegisterScriptObject(asCScriptEngine *engine);
  
  asIScriptObject *ScriptObjectFactory(const asCObjectType *objType, asCScriptEngine *engine);
  
  END_AS_NAMESPACE
  
  #endif
  